Hello everyone!
It's been almost 2 months since the last update and I think it's time to update the demo and give out some info in regards to the development of the full game.
Demo update
What's this demo all about?
QoL, polish, sound effects and localisation!
Let me list a few of the main changes here, and you'll find the whole changelog at the end of this post:
- Added a tactical pause, with spacebar you'll now be able to pause the game at any time to reposition and think about your next moves
- Lots of tiny and bigger bug fixes, some that impact the demo & unit behaviour
- SFX!!! I cannot stress this enough, the game was "silent", but now a whole bunch of SFX have been made and added for most of the game parts visible in the demo
- Continuing my efforts to support more languages, the demo will now be available in Chinese Simplified & Traditional. I'm not sure what languages will be in the full game from the start, but I'll definitely add them later.
Development update
I'd like to thank everyone for the feedback I've received so far about the game, and suggestions you have in ways I can improve it. I've already implemented some of the suggestions and feedback and I'll continue to do so if I think it fits the vision of the game.
What about the future of the demo and the content that will be in?
The content that will be in the demo is already mostly in. 4 missions, I might add another one if I feel it's needed but no promises there.
There will be one more major update with the free play -> random map content, with more control over the generation, but other than that the demo is already mostly done content-wise. There will be updates with QoL, polish and bugfixes as I continue developing and finding things.
I will also continue adding new languages that I have translators for, there are already several in the queue.
Full changelog
New features
- Added tactical pause, you can press space bar or click on the pause/play button to pause or unpause the game
- Added Chinese simplified and traditional languages
Improvements
- Added an intro cutscene when starting a new game to give more information about the setting
- Improved unit targeting system, they should behave better now when deciding where to shoot from
- Added Sfx when a building is built
- Added Sfx when a building is deconstructed
- Added Sfx when the auto spawn is toggled on a fabricator
- Added Sfx when the unit target selection is active on a fabricator
- Added Sfx when the unit type is switched on a fabricator
- Added Sfx for the text typing (cutscenes and communication inside a mission)
- Added Sfx for building destruction
- Added Sfx for the HQ transformation
- Added Sfx for the allied mining base transformation
- Added Sfx for the allied mining base flight
- Replaced Sfx when the player tower shoots
- Replaced Sfx for the alarm in the tutorial
- Replaced Sfx for the space shattering in the tutorial
- Replaced ambient Sfx of the mobile HQ unit
- Replaced Sfx of the enemy laser tower
- Replaced Sfx of the player laser bot
- Replaced Sfx of the enemy laser bot
Fixes
- Fixed keybind not removed when a fabricator is deconstructed
- Fixed keybind not triggering when a tool was active (build, pattern detect, deconstruct)
- Fixed keybind trigger not firing when hovering over any building
- Fixed tooltips not appearing when hovering over UI buttons
- Fixed all building explosions to spread out and last more
- Fixed quick clicking on keybinding buttons to break camera
- Fix free play random, you didn't have to build the HQ first to build other buildings
- Fixed conversion art issue with a biome
- Fixed enemy basic block damage artwork wasn't appearing
- Fixed weird cutscene behaviour that required 2 clicks to continue
- Fixed player data screen to show correct data in free play mode
- Marko from STELLAR
Contact
Discord - Join here
